scummvm/scumm/actor.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 The ScummVM project
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
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*
*/
#include "stdafx.h"
#include "scumm/scumm.h"
#include "scumm/actor.h"
#include "scumm/akos.h"
#include "scumm/boxes.h"
#include "scumm/charset.h"
#include "scumm/costume.h"
#include "scumm/resource.h"
#include "scumm/saveload.h"
#include "scumm/sound.h"
#include "scumm/usage_bits.h"
namespace Scumm {
byte Actor::kInvalidBox = 0;
ScummEngine *Actor::_vm = 0;
void Actor::initActorClass(ScummEngine *scumm) {
_vm = scumm;
if (_vm->_features & GF_SMALL_HEADER) {
kInvalidBox = 255;
}
}
Actor::Actor() {
assert(_vm != 0);
offs_x = offs_y = 0;
top = bottom = 0;
number = 0;
needRedraw = needBgReset = costumeNeedsInit = visible = false;
flip = false;
speedx = 8;
speedy = 2;
frame = 0;
walkbox = 0;
animProgress = 0;
skipLimb = false;
drawToBackBuf = false;
memset(animVariable, 0, sizeof(animVariable));
memset(palette, 0, sizeof(palette));
memset(sound, 0, sizeof(sound));
memset(&cost, 0, sizeof(CostumeData));
memset(&walkdata, 0, sizeof(ActorWalkData));
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walkdata.point3.x = 32000;
walkScript = 0;
initActor(1);
}
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void Actor::initActor(int mode) {
if (mode == 1) {
costume = 0;
room = 0;
_pos.x = 0;
_pos.y = 0;
facing = 180;
if (_vm->_version >= 7)
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visible = false;
} else if (mode == 2) {
facing = 180;
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}
elevation = 0;
skipLimb = false;
width = 24;
talkColor = 15;
talkPosX = 0;
talkPosY = -80;
boxscale = scaley = scalex = 0xFF;
charset = 0;
memset(sound, 0, sizeof(sound));
targetFacing = facing;
stopActorMoving();
shadow_mode = 0;
layer = 0;
setActorWalkSpeed(8, 2);
animSpeed = 0;
if (_vm->_version >= 6)
animProgress = 0;
ignoreBoxes = false;
forceClip = (_vm->_version >= 7) ? 100 : 0;
ignoreTurns = false;
if (_vm->_features & GF_HUMONGOUS)
flip = 0;
talkFrequency = 256;
talkPan = 64;
talkVolume = 127;
if (_vm->_version <= 2) {
initFrame = 2;
walkFrame = 0;
standFrame = 1;
talkStartFrame = 5;
talkStopFrame = 4;
} else {
initFrame = 1;
walkFrame = 2;
standFrame = 3;
talkStartFrame = 4;
talkStopFrame = 5;
}
talking = false;
walkScript = 0;
talkScript = 0;
_vm->_classData[number] = (_vm->_version >= 7) ? _vm->_classData[0] : 0;
}
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void Actor::stopActorMoving() {
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if (walkScript)
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_vm->stopScript(walkScript);
moving = 0;
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}
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void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) {
if (newSpeedX == speedx && newSpeedY == speedy)
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return;
speedx = newSpeedX;
speedy = newSpeedY;
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if (moving) {
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calcMovementFactor(walkdata.next);
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}
}
int ScummEngine::getAngleFromPos(int x, int y) const {
if (_gameId == GID_DIG || _gameId == GID_CMI) {
double temp = atan2((double)x, (double)-y);
return normalizeAngle((int)(temp * 180 / 3.1415926535));
} else {
if (abs(y) * 2 < abs(x)) {
if (x > 0)
return 90;
return 270;
} else {
if (y > 0)
return 180;
return 0;
}
}
}
int Actor::calcMovementFactor(Common::Point next) {
Common::Point actorPos(_pos);
int diffX, diffY;
int32 deltaXFactor, deltaYFactor;
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if (actorPos == next)
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return 0;
diffX = next.x - actorPos.x;
diffY = next.y - actorPos.y;
deltaYFactor = speedy << 16;
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if (diffY < 0)
deltaYFactor = -deltaYFactor;
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deltaXFactor = deltaYFactor * diffX;
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if (diffY != 0) {
deltaXFactor /= diffY;
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} else {
deltaYFactor = 0;
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}
if ((uint) abs((int)(deltaXFactor >> 16)) > speedx) {
deltaXFactor = speedx << 16;
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if (diffX < 0)
deltaXFactor = -deltaXFactor;
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deltaYFactor = deltaXFactor * diffY;
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if (diffX != 0) {
deltaYFactor /= diffX;
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} else {
deltaXFactor = 0;
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}
}
walkdata.cur = actorPos;
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walkdata.next = next;
walkdata.deltaXFactor = deltaXFactor;
walkdata.deltaYFactor = deltaYFactor;
walkdata.xfrac = 0;
walkdata.yfrac = 0;
targetFacing = _vm->getAngleFromPos(deltaXFactor, deltaYFactor);
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return actorWalkStep();
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}
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int Actor::remapDirection(int dir, bool is_walking) {
int specdir;
byte flags;
bool flipX;
bool flipY;
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// FIXME - It seems that at least in The Dig the original code does
// check ignoreBoxes here. However, it breaks some animations in Loom,
// causing Bobbin to face towards the camera instead of away from it
// in some places: After the tree has been destroyed by lightning, and
// when entering the dark tunnels beyond the dragon's lair at the very
// least. Possibly other places as well.
//
// The Dig also checks if the actor is in the current room, but that's
// not necessary here because we never call the function unless the
// actor is in the current room anyway.
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if (!ignoreBoxes || (_vm->_gameId == GID_LOOM || _vm->_gameId == GID_LOOM256)) {
specdir = _vm->_extraBoxFlags[walkbox];
if (specdir) {
if (specdir & 0x8000) {
dir = specdir & 0x3FFF;
} else {
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specdir = specdir & 0x3FFF;
if (specdir - 90 < dir && dir < specdir + 90)
dir = specdir;
else
dir = specdir + 180;
}
}
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flags = _vm->getBoxFlags(walkbox);
flipX = (walkdata.deltaXFactor > 0);
flipY = (walkdata.deltaYFactor > 0);
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// FIXME - this special cases for the class might be necessary
// for other games besides Loom!
// Check for X-Flip
if ((flags & kBoxXFlip) || isInClass(kObjectClassXFlip)) {
dir = 360 - dir;
flipX = !flipX;
}
// Check for Y-Flip
if ((flags & kBoxYFlip) || isInClass(kObjectClassYFlip)) {
dir = 180 - dir;
flipY = !flipY;
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}
switch (flags & 7) {
case 1:
if (_vm->_version >= 7) {
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if (dir < 180)
return 90;
else
return 270;
} else {
if (is_walking) // Actor is walking
return flipX ? 90 : 270;
else // Actor is standing/turning
return (dir == 90) ? 90 : 270;
}
case 2:
if (_vm->_version >= 7) {
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if (dir > 90 && dir < 270)
return 180;
else
return 0;
} else {
if (is_walking) // Actor is walking
return flipY ? 180 : 0;
else // Actor is standing/turning
return (dir == 0) ? 0 : 180;
}
case 3:
return 270;
case 4:
return 90;
case 5:
return 0;
case 6:
return 180;
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}
}
// OR 1024 in to signal direction interpolation should be done
return normalizeAngle(dir) | 1024;
}
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int Actor::updateActorDirection(bool is_walking) {
int from;
int dirType;
int dir;
bool shouldInterpolate;
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if ((_vm->_version == 6) && ignoreTurns)
return facing;
dirType = (_vm->_version >= 7) ? _vm->akos_hasManyDirections(costume) : false;
from = toSimpleDir(dirType, facing);
dir = remapDirection(targetFacing, is_walking);
if (_vm->_version >= 7)
// Direction interpolation interfers with walk scripts in Dig; they perform
// (much better) interpolation themselves.
shouldInterpolate = false;
else
shouldInterpolate = (dir & 1024) ? true : false;
dir &= 1023;
if (shouldInterpolate) {
int to = toSimpleDir(dirType, dir);
int num = dirType ? 8 : 4;
// Turn left or right, depending on which is shorter.
int diff = to - from;
if (abs(diff) > (num >> 1))
diff = -diff;
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if (diff > 0) {
to = from + 1;
} else if (diff < 0){
to = from - 1;
}
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dir = fromSimpleDir(dirType, (to + num) % num);
}
return dir;
}
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void Actor::setBox(int box) {
walkbox = box;
setupActorScale();
}
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int Actor::actorWalkStep() {
int tmpX, tmpY;
Common::Point actorPos;
int distX, distY;
int nextFacing;
needRedraw = true;
nextFacing = updateActorDirection(true);
if (!(moving & MF_IN_LEG) || facing != nextFacing) {
if (walkFrame != frame || facing != nextFacing) {
startWalkAnim(1, nextFacing);
}
moving |= MF_IN_LEG;
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}
actorPos = _pos;
if (walkbox != walkdata.curbox && _vm->checkXYInBoxBounds(walkdata.curbox, actorPos.x, actorPos.y)) {
setBox(walkdata.curbox);
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}
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distX = abs(walkdata.next.x - walkdata.cur.x);
distY = abs(walkdata.next.y - walkdata.cur.y);
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if (abs(actorPos.x - walkdata.cur.x) >= distX && abs(actorPos.y - walkdata.cur.y) >= distY) {
moving &= ~MF_IN_LEG;
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return 0;
}
tmpX = (actorPos.x << 16) + walkdata.xfrac + (walkdata.deltaXFactor >> 8) * scalex;
walkdata.xfrac = (uint16)tmpX;
actorPos.x = (tmpX >> 16);
tmpY = (actorPos.y << 16) + walkdata.yfrac + (walkdata.deltaYFactor >> 8) * scaley;
walkdata.yfrac = (uint16)tmpY;
actorPos.y = (tmpY >> 16);
if (abs(actorPos.x - walkdata.cur.x) > distX) {
actorPos.x = walkdata.next.x;
}
if (abs(actorPos.y - walkdata.cur.y) > distY) {
actorPos.y = walkdata.next.y;
}
_pos = actorPos;
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return 1;
}
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void Actor::setupActorScale() {
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if (_vm->_features & GF_NO_SCALING) {
scalex = 0xFF;
scaley = 0xFF;
return;
}
if (ignoreBoxes)
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return;
// For some boxes, we ignore the scaling and use whatever values the
// scripts set. This is used e.g. in the Mystery Vortex in Sam&Max.
// Older games used the flag 0x20 differently, though.
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if (_vm->_gameId == GID_SAMNMAX && (_vm->getBoxFlags(walkbox) & kBoxIgnoreScale))
return;
boxscale = _vm->getBoxScale(walkbox);
uint16 scale = _vm->getScale(walkbox, _pos.x, _pos.y);
assert(scale <= 0xFF);
scalex = scaley = (byte)scale;
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}
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void Actor::startAnimActor(int f) {
if (_vm->_version >= 7 && !((_vm->_gameId == GID_FT) && (_vm->_features & GF_DEMO) && (_vm->_features & GF_PC))) {
switch (f) {
case 1001:
f = initFrame;
break;
case 1002:
f = walkFrame;
break;
case 1003:
f = standFrame;
break;
case 1004:
f = talkStartFrame;
break;
case 1005:
f = talkStopFrame;
break;
}
if (costume != 0) {
animProgress = 0;
needRedraw = true;
if (f == initFrame)
cost.reset();
_vm->akos_decodeData(this, f, (uint) - 1);
frame = f;
}
} else {
switch (f) {
case 0x38:
f = initFrame;
break;
case 0x39:
f = walkFrame;
break;
case 0x3A:
f = standFrame;
break;
case 0x3B:
f = talkStartFrame;
break;
case 0x3C:
f = talkStopFrame;
break;
}
assert(f != 0x3E);
if (isInCurrentRoom() && costume != 0) {
animProgress = 0;
cost.animCounter = 0;
needRedraw = true;
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// V1 - V2 games don't seem to need a cost.reset() at this point.
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// Causes Zak to lose his body in several scenes, see bug #771508
if (_vm->_version >= 3 && f == initFrame)
cost.reset();
if (_vm->_features & GF_NEW_COSTUMES)
_vm->akos_decodeData(this, f, (uint) - 1);
else
_vm->cost_decodeData(this, f, (uint) - 1);
frame = f;
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}
}
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}
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void Actor::animateActor(int anim) {
int cmd, dir;
if (_vm->_version >= 7 && !((_vm->_gameId == GID_FT) && (_vm->_features & GF_DEMO) && (_vm->_features & GF_PC))) {
if (anim == 0xFF)
anim = 2000;
cmd = anim / 1000;
dir = anim % 1000;
} else {
cmd = anim / 4;
dir = oldDirToNewDir(anim % 4);
// Convert into old cmd code
cmd = 0x3F - cmd + 2;
}
switch (cmd) {
case 2: // stop walking
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startAnimActor(standFrame);
stopActorMoving();
break;
case 3: // change direction immediatly
moving &= ~MF_TURN;
setDirection(dir);
break;
case 4: // turn to new direction
turnToDirection(dir);
break;
default:
if (_vm->_version <= 2)
startAnimActor(anim / 4);
else
startAnimActor(anim);
}
}
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void Actor::setDirection(int direction) {
uint aMask;
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int i;
uint16 vald;
// Do nothing if actor is already facing in the given direction
if (facing == direction)
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return;
// Normalize the angle
facing = normalizeAngle(direction);
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// If there is no costume set for this actor, we are finished
if (costume == 0)
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return;
// Update the costume for the new direction (and mark the actor for redraw)
aMask = 0x8000;
for (i = 0; i < 16; i++, aMask >>= 1) {
vald = cost.frame[i];
if (vald == 0xFFFF)
continue;
if (_vm->_features & GF_NEW_COSTUMES)
_vm->akos_decodeData(this, vald, aMask);
else
_vm->cost_decodeData(this, vald, aMask);
}
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needRedraw = true;
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}
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void Actor::putActor(int dstX, int dstY, byte newRoom) {
if (visible && _vm->_currentRoom != newRoom && _vm->getTalkingActor() == number) {
_vm->stopTalk();
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}
// HACK: The green transparency of the tank in the Hall of Oddities is
// is positioned one pixel too far to the left. This appears to be a
// bug in the original game as well.
if (_vm->_gameId == GID_SAMNMAX && newRoom == 16 && number == 5 && dstX == 235 && dstY == 236)
dstX++;
_pos.x = dstX;
_pos.y = dstY;
room = newRoom;
needRedraw = true;
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if (_vm->VAR(_vm->VAR_EGO) == number) {
_vm->_egoPositioned = true;
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}
if (visible) {
if (isInCurrentRoom()) {
if (moving) {
stopActorMoving();
startAnimActor(standFrame);
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}
adjustActorPos();
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} else {
hideActor();
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}
} else {
if (isInCurrentRoom())
showActor();
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}
}
int Actor::getActorXYPos(int &xPos, int &yPos) const {
if (!isInCurrentRoom())
return -1;
xPos = _pos.x;
yPos = _pos.y;
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return 0;
}
AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY) {
const uint thresholdTable[] = { 30, 80, 0 };
AdjustBoxResult abr;
int16 tmpX, tmpY;
int tmpDist, bestDist, threshold, numBoxes;
byte flags, bestBox;
int box;
const int firstValidBox = (_vm->_features & GF_SMALL_HEADER) ? 0 : 1;
abr.x = dstX;
abr.y = dstY;
abr.box = kInvalidBox;
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if (ignoreBoxes)
return abr;
for (int tIdx = 0; tIdx < ARRAYSIZE(thresholdTable); tIdx++) {
threshold = thresholdTable[tIdx];
numBoxes = _vm->getNumBoxes() - 1;
if (numBoxes < firstValidBox)
return abr;
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bestDist = 0xFFFF;
if (_vm->_version <= 2)
bestDist *= 8*2; // Adjust for the fact that we multiply x by 8 and y by 2
bestBox = kInvalidBox;
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// We iterate (backwards) over all boxes, searching the one closest
// to the desired coordinates.
for (box = numBoxes; box >= firstValidBox; box--) {
flags = _vm->getBoxFlags(box);
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// Skip over invisible boxes
if (flags & kBoxInvisible && !(flags & kBoxPlayerOnly && !isPlayer()))
continue;
// For increased performance, we perform a quick test if
// the coordinates can even be within a distance of 'threshold'
// pixels of the box.
if (threshold > 0 && _vm->inBoxQuickReject(box, dstX, dstY, threshold))
continue;
// Check if the point is contained in the box. If it is,
// we don't have to search anymore.
if (_vm->checkXYInBoxBounds(box, dstX, dstY)) {
abr.x = dstX;
abr.y = dstY;
abr.box = box;
return abr;
}
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// Find the point in the box which is closest to our point.
tmpDist = _vm->getClosestPtOnBox(box, dstX, dstY, tmpX, tmpY);
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// Check if the box is closer than the previous boxes.
if (tmpDist < bestDist) {
abr.x = tmpX;
abr.y = tmpY;
if (tmpDist == 0) {
abr.box = box;
return abr;
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}
bestDist = tmpDist;
bestBox = box;
}
}
// If the closest ('best') box we found is within the threshold, or if
// we are on the last run (i.e. threshold == 0), return that box.
if (threshold == 0 || threshold * threshold >= bestDist) {
abr.box = bestBox;
return abr;
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}
}
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return abr;
}
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void Actor::adjustActorPos() {
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AdjustBoxResult abr;
abr = adjustXYToBeInBox(_pos.x, _pos.y);
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_pos.x = abr.x;
_pos.y = abr.y;
walkdata.destbox = abr.box;
setBox(abr.box);
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walkdata.dest.x = -1;
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stopActorMoving();
cost.soundCounter = 0;
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if (walkbox != kInvalidBox) {
byte flags = _vm->getBoxFlags(walkbox);
if (flags & 7) {
turnToDirection(facing);
}
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}
}
void Actor::faceToObject(int obj) {
int x2, y2, dir;
if (!isInCurrentRoom())
return;
if (_vm->getObjectOrActorXY(obj, x2, y2) == -1)
return;
dir = (x2 > _pos.x) ? 90 : 270;
turnToDirection(dir);
}
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void Actor::turnToDirection(int newdir) {
if (newdir == -1 || ignoreTurns)
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return;
moving &= ~MF_TURN;
if (newdir != facing) {
if (_vm->_version <= 3)
moving = MF_TURN;
else
moving |= MF_TURN;
targetFacing = newdir;
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}
}
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void Actor::hideActor() {
if (!visible)
return;
if (moving) {
stopActorMoving();
startAnimActor(standFrame);
}
visible = false;
cost.soundCounter = 0;
needRedraw = false;
needBgReset = true;
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}
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void Actor::showActor() {
if (_vm->_currentRoom == 0 || visible)
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return;
adjustActorPos();
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_vm->ensureResourceLoaded(rtCostume, costume);
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if (costumeNeedsInit) {
startAnimActor(initFrame);
if (_vm->_version <= 2) {
startAnimActor(standFrame);
startAnimActor(talkStopFrame);
}
costumeNeedsInit = false;
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}
// FIXME: Evil hack to work around bug #770717
if (!moving && _vm->_version <= 2)
startAnimActor(standFrame);
stopActorMoving();
visible = true;
needRedraw = true;
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}
// V1 Maniac doesn't have a ScummVar for VAR_TALK_ACTOR, and just uses
// an internal variable. Emulate this to prevent overwriting script vars...
int ScummEngine::getTalkingActor() {
if (_gameId == GID_MANIAC && _version == 1)
return _V1_talkingActor;
else
return VAR(VAR_TALK_ACTOR);
}
void ScummEngine::setTalkingActor(int value) {
if (_gameId == GID_MANIAC && _version == 1)
_V1_talkingActor = value;
else
VAR(VAR_TALK_ACTOR) = value;
}
void ScummEngine::putActors() {
Actor *a;
int i;
for (i = 1; i < _numActors; i++) {
a = &_actors[i];
if (a && a->isInCurrentRoom())
a->putActor(a->_pos.x, a->_pos.y, a->room);
}
}
static const int v1MMActorTalkColor[25] = {
1, 7, 2, 14, 8, 1, 3, 7, 7, 12, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 7, 7
};
void ScummEngine::setupV1ActorTalkColor() {
int i;
for (i = 1; i < _numActors; i++)
_actors[i].talkColor = v1MMActorTalkColor[i];
}
void ScummEngine::showActors() {
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int i;
for (i = 1; i < _numActors; i++) {
if (_actors[i].isInCurrentRoom())
_actors[i].showActor();
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}
}
void ScummEngine::walkActors() {
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int i;
for (i = 1; i < _numActors; i++) {
if (_actors[i].isInCurrentRoom())
if (_version <= 3)
_actors[i].walkActorOld();
else
_actors[i].walkActor();
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}
}
/* Used in Scumm v5 only. Play sounds associated with actors */
void ScummEngine::playActorSounds() {
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int i;
for (i = 1; i < _numActors; i++) {
if (_actors[i].cost.soundCounter && _actors[i].isInCurrentRoom() && _actors[i].sound) {
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_currentScript = 0xFF;
_sound->addSoundToQueue(_actors[i].sound[0]);
for (i = 1; i < _numActors; i++) {
_actors[i].cost.soundCounter = 0;
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}
return;
}
}
}
Actor *ScummEngine::derefActor(int id, const char *errmsg) const {
if (id == 0)
debugC(DEBUG_ACTORS, "derefActor(0, \"%s\") in script %d, opcode 0x%x",
errmsg, vm.slot[_curExecScript].number, _opcode);
if (id < 0 || id >= _numActors || _actors[id].number != id) {
if (errmsg)
error("Invalid actor %d in %s", id, errmsg);
else
error("Invalid actor %d", id);
}
return &_actors[id];
}
Actor *ScummEngine::derefActorSafe(int id, const char *errmsg) const {
if (id == 0)
debugC(DEBUG_ACTORS, "derefActorSafe(0, \"%s\") in script %d, opcode 0x%x",
errmsg, vm.slot[_curExecScript].number, _opcode);
if (id < 0 || id >= _numActors || _actors[id].number != id) {
debugC(DEBUG_ACTORS, "Invalid actor %d in %s (script %d, opcode 0x%x)",
id, errmsg, vm.slot[_curExecScript].number, _opcode);
return NULL;
}
return &_actors[id];
}
static int compareDrawOrder(const void* a, const void* b)
{
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const Actor* actor1 = *(const Actor *const*)a;
const Actor* actor2 = *(const Actor *const*)b;
int diff;
// The actor in the higher layer is ordered lower
diff = actor1->layer - actor2->layer;
if (diff < 0)
return +1;
if (diff > 0)
return -1;
// The actor with higher y value is ordered higher
diff = actor1->_pos.y - actor2->_pos.y;
if (diff < 0)
return -1;
if (diff > 0)
return +1;
// FIXME: This hack works around bug #775097. It's probably wrong, though :-/
// Would be interesting if somebody could check the disassembly (see also the
// comment on the above mentioned tracker item).
if (g_scumm->_gameId == GID_TENTACLE) {
diff = actor1->forceClip - actor2->forceClip;
if (diff < 0)
return -1;
if (diff > 0)
return +1;
}
// The qsort() function is not guaranteed to be stable (i.e. it may
// re-order "equal" elements in an array it sorts). Hence we use the
// actor number as tie-breaker. This is needed for the Sam & Max intro,
// and possibly other cases as well. See bug #758167.
return actor1->number - actor2->number;
}
void ScummEngine::processActors() {
if (_skipProcessActors)
return;
int numactors = 0;
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// TODO : put this actors as a member array. It never has to grow or shrink
// since _numActors is constant within a game.
Actor** actors = new Actor * [_numActors];
// Make a list of all actors in this room
for (int i = 1; i < _numActors; i++) {
if (_version == 8 && _actors[i].layer < 0)
continue;
if (_actors[i].isInCurrentRoom() && _actors[i].costume)
actors[numactors++] = &_actors[i];
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}
if (!numactors) {
delete [] actors;
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return;
}
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// Sort actors by position before we draw them (to ensure that actors in
// front are drawn after those "behind" them).
qsort(actors, numactors, sizeof (Actor*), compareDrawOrder);
Actor** end = actors + numactors;
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// Finally draw the now sorted actors
for (Actor** ac = actors; ac != end; ++ac) {
Actor* a = *ac;
CHECK_HEAP
a->drawActorCostume();
CHECK_HEAP
a->animateCostume();
}
delete [] actors;
if (_features & GF_NEW_COSTUMES)
akos_processQueue();
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}
// Used in Scumm v8, to allow the verb coin to be drawn over the inventory
// chest. I'm assuming that draw order won't matter here.
void ScummEngine::processUpperActors() {
int i;
for (i = 1; i < _numActors; i++) {
if (_actors[i].isInCurrentRoom() && _actors[i].costume && _actors[i].layer < 0) {
CHECK_HEAP
_actors[i].drawActorCostume();
CHECK_HEAP
_actors[i].animateCostume();
}
}
}
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void Actor::drawActorCostume() {
if (!needRedraw)
return;
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needRedraw = false;
setupActorScale();
BaseCostumeRenderer* bcr = _vm->_costumeRenderer;
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bcr->_actorID = number;
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bcr->_actorX = _pos.x + offs_x - _vm->virtscr[0].xstart;
bcr->_actorY = _pos.y + offs_y - elevation;
if (_vm->_version <= 2) {
// HACK: We have to adjust the x position by one strip (8 pixels) in
// V2 games. However, it is not quite clear to me why. And to fully
// match the original, it seems we have to offset by 2 strips if the
// actor is facing left (270 degree).
// V1 games are once again slightly different, here we only have
// to adjust the 270 degree case...
if (facing == 270)
bcr->_actorX += 16;
else if (_vm->_version == 2)
bcr->_actorX += 8;
}
if (_vm->_version == 4 && boxscale & 0x8000) {
bcr->_scaleX = bcr->_scaleY = _vm->getScale(walkbox, _pos.x, _pos.y);
} else {
bcr->_scaleX = scalex;
bcr->_scaleY = scaley;
}
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bcr->_shadow_mode = shadow_mode;
if (_vm->_features & GF_SMALL_HEADER)
bcr->_shadow_table = NULL;
else if (_vm->_heversion == 70)
bcr->_shadow_table = _vm->_HEV7ActorPalette;
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else
bcr->_shadow_table = _vm->_shadowPalette;
bcr->setCostume(costume);
bcr->setPalette(palette);
bcr->setFacing(this);
if (_vm->_version >= 7) {
bcr->_zbuf = forceClip;
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if (bcr->_zbuf == 100) {
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bcr->_zbuf = _vm->getMaskFromBox(walkbox);
if (bcr->_zbuf > _vm->gdi._numZBuffer-1)
bcr->_zbuf = _vm->gdi._numZBuffer-1;
}
} else {
if (forceClip)
bcr->_zbuf = forceClip;
else if (isInClass(kObjectClassNeverClip))
bcr->_zbuf = 0;
else {
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bcr->_zbuf = _vm->getMaskFromBox(walkbox);
if (bcr->_zbuf > _vm->gdi._numZBuffer-1)
bcr->_zbuf = _vm->gdi._numZBuffer-1;
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}
}
bcr->_draw_top = top = 0x7fffffff;
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bcr->_draw_bottom = bottom = 0;
bcr->_skipLimb = (skipLimb != 0);
// If the actor is partially hidden, redraw it next frame.
// Only done for pre-AKOS, though.
if (bcr->drawCostume(_vm->virtscr[0], cost, drawToBackBuf) & 1) {
needRedraw = (_vm->_version <= 6);
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}
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// Record the vertical extent of the drawn actor
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top = bcr->_draw_top;
bottom = bcr->_draw_bottom;
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}
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void Actor::animateCostume() {
if (costume == 0)
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return;
animProgress++;
if (animProgress >= animSpeed) {
animProgress = 0;
if (_vm->_features & GF_NEW_COSTUMES) {
byte *akos = _vm->getResourceAddress(rtCostume, costume);
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assert(akos);
if (_vm->akos_increaseAnims(akos, this)) {
needRedraw = true;
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}
} else {
LoadedCostume lc(_vm);
lc.loadCostume(costume);
if (lc.increaseAnims(this)) {
needRedraw = true;
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}
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}
}
}
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void Actor::animateLimb(int limb, int f) {
// This methods is very similiar to animateCostume().
// However, instead of animating *all* the limbs, it only animates
// the specified limb to be at the frame specified by "f".
if (!f)
return;
animProgress++;
if (animProgress >= animSpeed) {
animProgress = 0;
if (costume == 0)
return;
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const byte *aksq, *akfo;
uint size;
byte *akos = _vm->getResourceAddress(rtCostume, costume);
assert(akos);
aksq = _vm->findResourceData(MKID('AKSQ'), akos);
akfo = _vm->findResourceData(MKID('AKFO'), akos);
size = _vm->getResourceDataSize(akfo) / 2;
while (f--) {
if (cost.active[limb] != 0)
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_vm->akos_increaseAnim(this, limb, aksq, (const uint16 *)akfo, size);
}
// needRedraw = true;
// needBgReset = true;
}
}
void ScummEngine::setActorRedrawFlags() {
int i, j;
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if (_fullRedraw) {
for (j = 1; j < _numActors; j++) {
_actors[j].needRedraw = true;
}
} else {
for (i = 0; i < gdi._numStrips; i++) {
int strip = _screenStartStrip + i;
if (testGfxAnyUsageBits(strip)) {
for (j = 1; j < _numActors; j++) {
if (testGfxUsageBit(strip, j) && testGfxOtherUsageBits(strip, j)) {
_actors[j].needRedraw = true;
}
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}
}
}
}
}
void ScummEngine::resetActorBgs() {
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int i, j;
for (i = 0; i < gdi._numStrips; i++) {
int strip = _screenStartStrip + i;
clearGfxUsageBit(strip, USAGE_BIT_DIRTY);
clearGfxUsageBit(strip, USAGE_BIT_RESTORED);
for (j = 1; j < _numActors; j++) {
if (testGfxUsageBit(strip, j) &&
((_actors[j].top != 0x7fffffff && _actors[j].needRedraw) || _actors[j].needBgReset)) {
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clearGfxUsageBit(strip, j);
if ((_actors[j].bottom - _actors[j].top) >= 0)
gdi.resetBackground(_actors[j].top, _actors[j].bottom, i);
}
}
}
for (i = 1; i < _numActors; i++) {
_actors[i].needBgReset = false;
}
}
int ScummEngine::getActorFromPos(int x, int y) {
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int i;
if (!testGfxAnyUsageBits(x / 8))
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return 0;
for (i = 1; i < _numActors; i++) {
if (testGfxUsageBit(x / 8, i) && !getClass(i, kObjectClassUntouchable)
&& y >= _actors[i].top && y <= _actors[i].bottom) {
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if (_version > 2 || i != VAR(VAR_EGO))
return i;
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}
}
return 0;
}
void ScummEngine::actorTalk(const byte *msg) {
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Actor *a;
_lastStringTag[0] = 0;
addMessageToStack(msg, _charsetBuffer, sizeof(_charsetBuffer));
// Play associated speech, if any
playSpeech((byte *)_lastStringTag);
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// FIXME: Workaround for bugs #770039 and #770049
if (_gameId == GID_LOOM || _gameId == GID_LOOM256) {
if (!*_charsetBuffer)
return;
}
if (_actorToPrintStrFor == 0xFF) {
if ((_version <= 7 && !_keepText) || (_version == 8 && VAR(VAR_HAVE_MSG))) {
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stopTalk();
}
setTalkingActor(0xFF);
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} else {
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int oldact;
// FIXME: Workaround for bug #770724
if (_gameId == GID_LOOM && _roomResource == 23 &&
vm.slot[_currentScript].number == 232 && _actorToPrintStrFor == 0) {
_actorToPrintStrFor = 2; // Could be anything from 2 to 5. Maybe compare to original?
}
a = derefActor(_actorToPrintStrFor, "actorTalk");
if (!a->isInCurrentRoom() && (_version <= 6)) {
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oldact = 0xFF;
} else {
if ((_version <= 7 && !_keepText) || (_version == 8 && VAR(VAR_HAVE_MSG)))
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stopTalk();
setTalkingActor(a->number);
a->talking = true;
if (!_string[0].no_talk_anim) {
a->runActorTalkScript(a->talkStartFrame);
_useTalkAnims = true;
}
oldact = getTalkingActor();
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}
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if (oldact >= 0x80)
return;
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}
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if (getTalkingActor() > 0x7F) {
_charsetColor = (byte)_string[0].color;
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} else {
a = derefActor(getTalkingActor(), "actorTalk(2)");
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_charsetColor = a->talkColor;
}
_charsetBufPos = 0;
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_talkDelay = 0;
_haveMsg = 0xFF;
if (_version <= 7)
VAR(VAR_HAVE_MSG) = 0xFF;
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if (VAR_CHARCOUNT != 0xFF)
VAR(VAR_CHARCOUNT) = 0;
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CHARSET_1();
}
void Actor::runActorTalkScript(int f) {
if (_vm->_version == 8 && _vm->VAR(_vm->VAR_HAVE_MSG) == 2)
return;
if (talkScript) {
int script = talkScript;
int args[16];
memset(args, 0, sizeof(args));
args[1] = f;
args[0] = number;
_vm->runScript(script, 1, 0, args);
} else {
if (frame != f)
startAnimActor(f);
}
}
void ScummEngine::stopTalk() {
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int act;
_sound->stopTalkSound();
_haveMsg = 0;
_talkDelay = 0;
act = getTalkingActor();
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if (act && act < 0x80) {
Actor *a = derefActor(act, "stopTalk");
if (a->isInCurrentRoom() || _version >= 7) {
if ((_version >= 7 && !_string[0].no_talk_anim) || (_version <= 6 && _useTalkAnims)) {
a->runActorTalkScript(a->talkStopFrame);
_useTalkAnims = false;
}
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}
if (_version <= 7 && !(_features & GF_HUMONGOUS))
setTalkingActor(0xFF);
a->talking = false;
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}
if (_version == 8 || _features & GF_HUMONGOUS)
setTalkingActor(0);
if (_version == 8)
VAR(VAR_HAVE_MSG) = 0;
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_keepText = false;
_charset->restoreCharsetBg();
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}
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void Actor::setActorCostume(int c) {
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int i;
if ((_vm->_features & GF_HUMONGOUS) && (c == -1 || c == -2)) {
skipLimb = (c == -1);
needRedraw = true;
return;
}
// Based on disassembly. It seems that high byte is not used at all, though
// it is attached to all horizontally flipped object, like left eye.
if (_vm->_heversion == 60)
c &= 0xff;
costumeNeedsInit = true;
if (_vm->_features & GF_NEW_COSTUMES) {
cost.reset();
memset(animVariable, 0, sizeof(animVariable));
costume = c;
if (visible) {
if (costume) {
_vm->ensureResourceLoaded(rtCostume, costume);
}
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startAnimActor(initFrame);
}
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} else {
if (visible) {
hideActor();
cost.reset();
costume = c;
showActor();
} else {
costume = c;
cost.reset();
}
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}
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// V1 zak uses palette[] as a dynamic costume color array.
if (_vm->_version == 1)
return;
if (_vm->_features & GF_NEW_COSTUMES) {
for (i = 0; i < 256; i++)
palette[i] = 0xFF;
} else if (_vm->_features & GF_OLD_BUNDLE) {
for (i = 0; i < 16; i++)
palette[i] = i;
} else {
for (i = 0; i < 32; i++)
palette[i] = 0xFF;
}
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}
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void Actor::startWalkActor(int destX, int destY, int dir) {
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AdjustBoxResult abr;
if (_vm->_version <= 3) {
abr.x = destX;
abr.y = destY;
} else {
abr = adjustXYToBeInBox(destX, destY);
}
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if (!isInCurrentRoom()) {
_pos.x = abr.x;
_pos.y = abr.y;
if (!(_vm->_version == 6 && ignoreTurns) && dir != -1)
setDirection(dir);
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return;
}
if (ignoreBoxes) {
abr.box = kInvalidBox;
walkbox = kInvalidBox;
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} else {
if (_vm->checkXYInBoxBounds(walkdata.destbox, abr.x, abr.y)) {
abr.box = walkdata.destbox;
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} else {
abr = adjustXYToBeInBox(abr.x, abr.y);
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}
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if (moving && walkdata.destdir == dir && walkdata.dest.x == abr.x && walkdata.dest.y == abr.y)
return;
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}
if (_pos.x == abr.x && _pos.y == abr.y) {
turnToDirection(dir);
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return;
}
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walkdata.dest.x = abr.x;
walkdata.dest.y = abr.y;
walkdata.destbox = abr.box;
walkdata.destdir = dir;
moving = (moving & MF_IN_LEG) | MF_NEW_LEG;
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walkdata.point3.x = 32000;
walkdata.curbox = walkbox;
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}
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void Actor::startWalkAnim(int cmd, int angle) {
if (angle == -1)
angle = facing;
/* Note: walk scripts aren't required to make the Dig
* work as usual
*/
if (walkScript) {
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int args[16];
memset(args, 0, sizeof(args));
args[0] = number;
args[1] = cmd;
args[2] = angle;
_vm->runScript(walkScript, 1, 0, args);
} else {
switch (cmd) {
case 1: /* start walk */
setDirection(angle);
startAnimActor(walkFrame);
break;
case 2: /* change dir only */
setDirection(angle);
break;
case 3: /* stop walk */
turnToDirection(angle);
startAnimActor(standFrame);
break;
}
}
}
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void Actor::walkActor() {
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int new_dir, next_box;
Common::Point foundPath;
if (_vm->_version >= 7) {
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// FIXME - this is kind of a hack right now but it fixes the
// walk scripts in The Dig.
if (moving & MF_FROZEN) {
if (moving & MF_TURN) {
new_dir = updateActorDirection(false);
if (facing != new_dir)
setDirection(new_dir);
else
moving &= ~MF_TURN;
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}
return;
}
}
if (!moving)
return;
if (!(moving & MF_NEW_LEG)) {
if (moving & MF_IN_LEG && actorWalkStep())
return;
if (moving & MF_LAST_LEG) {
moving = 0;
setBox(walkdata.destbox);
startWalkAnim(3, walkdata.destdir);
return;
}
if (moving & MF_TURN) {
new_dir = updateActorDirection(false);
if (facing != new_dir)
setDirection(new_dir);
else
moving = 0;
return;
}
setBox(walkdata.curbox);
moving &= MF_IN_LEG;
}
moving &= ~MF_NEW_LEG;
do {
if (walkbox == kInvalidBox) {
setBox(walkdata.destbox);
walkdata.curbox = walkdata.destbox;
break;
}
if (walkbox == walkdata.destbox)
break;
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next_box = _vm->getPathToDestBox(walkbox, walkdata.destbox);
if (next_box < 0) {
walkdata.destbox = walkbox;
moving |= MF_LAST_LEG;
return;
}
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walkdata.curbox = next_box;
if (findPathTowards(walkbox, next_box, walkdata.destbox, foundPath))
break;
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if (calcMovementFactor(foundPath))
return;
setBox(walkdata.curbox);
} while (1);
moving |= MF_LAST_LEG;
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calcMovementFactor(walkdata.dest);
}
/*
void Actor::walkActorV12() {
Common::Point foundPath, tmp;
int new_dir, next_box;
if (moving & MF_TURN) {
new_dir = updateActorDirection(false);
if (facing != new_dir)
setDirection(new_dir);
else
moving = 0;
return;
}
if (!moving)
return;
if (moving & MF_IN_LEG) {
actorWalkStep();
} else {
if (moving & MF_LAST_LEG) {
moving = 0;
startWalkAnim(3, walkdata.destdir);
} else {
setBox(walkdata.curbox);
if (walkbox == walkdata.destbox) {
foundPath = walkdata.dest;
moving |= MF_LAST_LEG;
} else {
next_box = _vm->getPathToDestBox(walkbox, walkdata.destbox);
if (next_box < 0) {
moving |= MF_LAST_LEG;
return;
}
// Can't walk through locked boxes
int flags = _vm->getBoxFlags(next_box);
if (flags & kBoxLocked && !(flags & kBoxPlayerOnly && !isPlayer())) {
moving |= MF_LAST_LEG;
}
walkdata.curbox = next_box;
_vm->getClosestPtOnBox(walkdata.curbox, x, y, tmp.x, tmp.y);
_vm->getClosestPtOnBox(walkbox, tmp.x, tmp.y, foundPath.x, foundPath.y);
}
calcMovementFactor(foundPath);
}
}
}
*/
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void Actor::walkActorOld() {
Common::Point p2, p3; // Gate locations
int new_dir, next_box, loopCtr = 0;
if (!moving)
return;
if (!(moving & MF_NEW_LEG)) {
if (moving & MF_IN_LEG && actorWalkStep())
return;
if (moving & MF_LAST_LEG) {
moving = 0;
startWalkAnim(3, walkdata.destdir);
return;
}
if (moving & MF_TURN) {
new_dir = updateActorDirection(false);
if (facing != new_dir)
setDirection(new_dir);
else
moving = 0;
return;
}
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if (walkdata.point3.x != 32000) {
if (calcMovementFactor(walkdata.point3)) {
walkdata.point3.x = 32000;
return;
}
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walkdata.point3.x = 32000;
}
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setBox(walkdata.curbox);
moving &= MF_IN_LEG;
}
moving &= ~MF_NEW_LEG;
do {
loopCtr++;
if (walkbox == kInvalidBox) {
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setBox(walkdata.destbox);
walkdata.curbox = walkdata.destbox;
break;
}
if (walkbox == walkdata.destbox)
break;
next_box = _vm->getPathToDestBox(walkbox, walkdata.destbox);
if (next_box < 0) {
moving |= MF_LAST_LEG;
return;
}
// Can't walk through locked boxes
int flags = _vm->getBoxFlags(next_box);
if (flags & kBoxLocked && !(flags & kBoxPlayerOnly && !isPlayer())) {
moving |= MF_LAST_LEG;
// FIXME: Work in progress
// walkdata.destdir = facing;
return;
}
walkdata.curbox = next_box;
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if (_vm->_version <= 2) {
_vm->getClosestPtOnBox(walkdata.curbox, _pos.x, _pos.y, p2.x, p2.y);
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_vm->getClosestPtOnBox(walkbox, p2.x, p2.y, p3.x, p3.y);
// FIXME: Work in progress
// calcMovementFactor(p3);
// return;
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} else {
findPathTowardsOld(walkbox, next_box, walkdata.destbox, p2, p3);
if (p2.x == 32000 && p3.x == 32000) {
break;
}
if (p2.x != 32000) {
if (calcMovementFactor(p2)) {
walkdata.point3 = p3;
return;
}
}
}
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if (calcMovementFactor(p3))
return;
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// FIXME: Fingolfin changed the destbox to curbox, matching walkActor.
// Motivation for this was comparision with some MI EGA disasm...
// However, that caused a regression in Indy3 (bug #809547).
// On the other hand, curbox is needed to fix bug #830106... <sigh>
if (_vm->_version >= 3)
setBox(walkdata.destbox);
else
setBox(walkdata.curbox);
// FIXME: Ender added this recursion counter as a hack around
// a infinite loop in Maniac V1 - see bug #862245
if (loopCtr > 10000) {
moving |= MF_LAST_LEG;
return;
}
} while (1);
moving |= MF_LAST_LEG;
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calcMovementFactor(walkdata.dest);
}
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byte *Actor::getActorName() {
byte *ptr = _vm->getResourceAddress(rtActorName, number);
if (ptr == NULL) {
warning("Failed to find name of actor %d", number);
}
return ptr;
}
void Actor::remapActorPaletteColor(int color, int new_color) {
const byte *akos, *akpl;
int akpl_size, i;
byte akpl_color;
akos = _vm->getResourceAddress(rtCostume, costume);
if (!akos) {
warning("Can't remap actor %d, costume %d not found", number, costume);
return;
}
akpl = _vm->findResource(MKID('AKPL'), akos);
if (!akpl) {
warning("Can't remap actor %d, costume %d doesn't contain an AKPL block", number, costume);
return;
}
//get num palette entries
akpl_size = RES_SIZE(akpl) - 8;
//skip resource header
akpl = RES_DATA(akpl);
for (i = 0; i < akpl_size; i++) {
akpl_color = *akpl++;
if (akpl_color == color) {
palette[i] = new_color;
return;
}
}
}
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void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) {
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const byte *akos, *rgbs, *akpl;
int akpl_size, i;
int r, g, b;
byte akpl_color;
if (!isInCurrentRoom()) {
debugC(DEBUG_ACTORS, "Remap actor %d not in current room", number);
return;
} else if (costume < 1 || costume >= _vm->_numCostumes - 1) {
debugC(DEBUG_ACTORS, "Remap actor %d invalid costume %d", number, costume);
return;
}
akos = _vm->getResourceAddress(rtCostume, costume);
if (!akos) {
warning("Can't remap actor %d, costume %d not found", number, costume);
return;
}
akpl = _vm->findResource(MKID('AKPL'), akos);
if (!akpl) {
warning("Can't remap actor %d, costume %d doesn't contain an AKPL block", number, costume);
return;
}
//get num palette entries
akpl_size = RES_SIZE(akpl) - 8;
//skip resource header
akpl = RES_DATA(akpl);
rgbs = _vm->findResource(MKID('RGBS'), akos);
if (!rgbs) {
debugC(DEBUG_ACTORS, "Can't remap actor %d costume %d doesn't contain an RGB block", number, costume);
return;
}
// skip resource header
rgbs = RES_DATA(rgbs);
for (i = 0; i < akpl_size; i++) {
r = *rgbs++;
g = *rgbs++;
b = *rgbs++;
akpl_color = *akpl++;
// allow remap of generic palette entry?
if (!shadow_mode || akpl_color >= 16) {
if (r_fact != 256)
r = (r * r_fact) >> 8;
if (g_fact != 256)
g = (g * g_fact) >> 8;
if (b_fact != 256)
b = (b * b_fact) >> 8;
palette[i] = _vm->remapPaletteColor(r, g, b, threshold);
}
}
}
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void Actor::classChanged(int cls, bool value) {
if (cls == kObjectClassAlwaysClip)
forceClip = value;
if (cls == kObjectClassIgnoreBoxes)
ignoreBoxes = value;
}
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bool Actor::isInClass(int cls) {
return _vm->getClass(number, cls);
}
bool Actor::isPlayer() {
if (_vm->_version <= 2)
return _vm->VAR(42) <= number && number <= _vm->VAR(43);
else
return isInClass(kObjectClassPlayer);
}
const SaveLoadEntry *Actor::getSaveLoadEntries() {
static const SaveLoadEntry actorEntries[] = {
MKLINE(Actor, _pos.x, sleInt16, VER(8)),
MKLINE(Actor, _pos.y, sleInt16, VER(8)),
MKLINE(Actor, offs_x, sleInt16, VER(32)),
MKLINE(Actor, offs_y, sleInt16, VER(32)),
MKLINE(Actor, top, sleInt16, VER(8)),
MKLINE(Actor, bottom, sleInt16, VER(8)),
MKLINE(Actor, elevation, sleInt16, VER(8)),
MKLINE(Actor, width, sleUint16, VER(8)),
MKLINE(Actor, facing, sleUint16, VER(8)),
MKLINE(Actor, costume, sleUint16, VER(8)),
MKLINE(Actor, room, sleByte, VER(8)),
MKLINE(Actor, talkColor, sleByte, VER(8)),
MKLINE(Actor, talkFrequency, sleInt16, VER(16)),
MKLINE(Actor, talkPan, sleInt16, VER(24)),
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MKLINE(Actor, talkVolume, sleInt16, VER(29)),
MKLINE(Actor, boxscale, sleUint16, VER(34)),
MKLINE(Actor, scalex, sleByte, VER(8)),
MKLINE(Actor, scaley, sleByte, VER(8)),
MKLINE(Actor, charset, sleByte, VER(8)),
MKARRAY(Actor, sound[0], sleByte, 8, VER(8)),
MKARRAY(Actor, animVariable[0], sleUint16, 8, VER(8)),
MKLINE(Actor, targetFacing, sleUint16, VER(8)),
MKLINE(Actor, moving, sleByte, VER(8)),
MKLINE(Actor, ignoreBoxes, sleByte, VER(8)),
MKLINE(Actor, forceClip, sleByte, VER(8)),
MKLINE(Actor, initFrame, sleByte, VER(8)),
MKLINE(Actor, walkFrame, sleByte, VER(8)),
MKLINE(Actor, standFrame, sleByte, VER(8)),
MKLINE(Actor, talkStartFrame, sleByte, VER(8)),
MKLINE(Actor, talkStopFrame, sleByte, VER(8)),
MKLINE(Actor, speedx, sleUint16, VER(8)),
MKLINE(Actor, speedy, sleUint16, VER(8)),
MKLINE(Actor, cost.animCounter, sleUint16, VER(8)),
MKLINE(Actor, cost.soundCounter, sleByte, VER(8)),
MKLINE(Actor, drawToBackBuf, sleByte, VER(32)),
MKLINE(Actor, flip, sleByte, VER(32)),
MKLINE(Actor, skipLimb, sleByte, VER(32)),
// Actor palette grew from 64 to 256 bytes
MKARRAY_OLD(Actor, palette[0], sleByte, 64, VER(8), VER(9)),
MKARRAY(Actor, palette[0], sleByte, 256, VER(10)),
MK_OBSOLETE(Actor, mask, sleByte, VER(8), VER(9)),
MKLINE(Actor, shadow_mode, sleByte, VER(8)),
MKLINE(Actor, visible, sleByte, VER(8)),
MKLINE(Actor, frame, sleByte, VER(8)),
MKLINE(Actor, animSpeed, sleByte, VER(8)),
MKLINE(Actor, animProgress, sleByte, VER(8)),
MKLINE(Actor, walkbox, sleByte, VER(8)),
MKLINE(Actor, needRedraw, sleByte, VER(8)),
MKLINE(Actor, needBgReset, sleByte, VER(8)),
MKLINE(Actor, costumeNeedsInit, sleByte, VER(8)),
MKLINE(Actor, talkPosY, sleInt16, VER(8)),
MKLINE(Actor, talkPosX, sleInt16, VER(8)),
MKLINE(Actor, ignoreTurns, sleByte, VER(8)),
MKLINE(Actor, layer, sleByte, VER(8)),
MKLINE(Actor, talkScript, sleUint16, VER(8)),
MKLINE(Actor, walkScript, sleUint16, VER(8)),
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MKLINE(Actor, walkdata.dest.x, sleInt16, VER(8)),
MKLINE(Actor, walkdata.dest.y, sleInt16, VER(8)),
MKLINE(Actor, walkdata.destbox, sleByte, VER(8)),
MKLINE(Actor, walkdata.destdir, sleUint16, VER(8)),
MKLINE(Actor, walkdata.curbox, sleByte, VER(8)),
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MKLINE(Actor, walkdata.cur.x, sleInt16, VER(8)),
MKLINE(Actor, walkdata.cur.y, sleInt16, VER(8)),
MKLINE(Actor, walkdata.next.x, sleInt16, VER(8)),
MKLINE(Actor, walkdata.next.y, sleInt16, VER(8)),
MKLINE(Actor, walkdata.deltaXFactor, sleInt32, VER(8)),
MKLINE(Actor, walkdata.deltaYFactor, sleInt32, VER(8)),
MKLINE(Actor, walkdata.xfrac, sleUint16, VER(8)),
MKLINE(Actor, walkdata.yfrac, sleUint16, VER(8)),
MKARRAY(Actor, cost.active[0], sleByte, 16, VER(8)),
MKLINE(Actor, cost.stopped, sleUint16, VER(8)),
MKARRAY(Actor, cost.curpos[0], sleUint16, 16, VER(8)),
MKARRAY(Actor, cost.start[0], sleUint16, 16, VER(8)),
MKARRAY(Actor, cost.end[0], sleUint16, 16, VER(8)),
MKARRAY(Actor, cost.frame[0], sleUint16, 16, VER(8)),
MKEND()
};
return actorEntries;
}
} // End of namespace Scumm